Script: /ask_capcom/go/thread/view/7371/21151149/I_have_a_BusinessSales_question
Owner:
Subdir: ask_capcom
    Capcom Admin
    Lifetime Points: 45
    Group Owner

    Capcom A
    dmin

    Moderators

    • Sven


    • s-kill

 
General Forums Ask Capcom I have a Business/Sales question.
Post Reply
Page 1 of 2  •  1 2 Next
I have a Business/Sales question.
3 weeks ago  ::  Nov 02, 2009 - 4:44PM #1
AtomixIGN
Posts: 214

If a game sells 250,000 copies at "full price" lets say 50.00 us


 


That comes out to a total of about  12,500,000 worth of total business. 


 


Would it be fair to say apx 10,000,000  of that makes it way back to the publisher? 


 


Obviously there are development costs and marketing costs and shipping costs and production costs that have to be factored in before any kind of profit can be weighed out. I'm just looking to see if my "estimate" on the potential profits for a mediocre selling title are as high as I imagine.  Orrather just the amount of money involved before overhead starts chipping away.


 


 


 

3 weeks ago  ::  Nov 02, 2009 - 5:05PM #2
Yuffie
Posts: 6829

Depends, did said title get lots of advirtiseing? a commercial? promo items and all  that add up real fast.


Ls issues and payed employees and amount of time.. 


 


Don't think its as high as you think, Itlest last time i asked.


I don't think they've openly disscussed any of that actully. Or wont. Its been awhile.

*insert witty comment and words i can't spell here*

List Removed do to length.
3 weeks ago  ::  Nov 03, 2009 - 1:26PM #3
s-kill
Posts: 1063

It's true that it's not something we can discuss in detail, but it can involve a lot more factors even than those listed here.  Off the top of my head, two potential "biggies" would include a possible deal with a developing studio (we create and publish some games totally in-house, while we work with specific studios on parts of others), or licensing fees for characters/contents in the game (think Marvel in MVC2, Harvey Birdman, etc.). It's also not a simple matter of percentages, since many deals involve clauses like "if sales are X, you get Y," potentially based on sliding scales, etc. 


In general, what I'm driving at is that it's usually an unhelpful simplification to say "game X had this many sales, so the company made Y dollars."  Obviously more sales translate into more money, but beyond that, it's different in almost every single case...


 


best,


Seth

Ask me about my beard.  Or don't.  It's cool either way.
3 weeks ago  ::  Nov 03, 2009 - 10:36PM #4
Sven
Posts: 6411

Nov 2, 2009 -- 4:44PM, AtomixIGN wrote:


If a game sells 250,000 copies at "full price" lets say 50.00 us


That comes out to a total of about  12,500,000 worth of total business. 


Would it be fair to say apx 10,000,000  of that makes it way back to the publisher


 




A  Suggested Retail Price title is sold to a retailer at a price below that... typically around -.


On top of that, a publisher has to pay for the retailer's co-op reserve, defective allowance and carry a price protection reserve to manage inventory out of the channel. That's usually somewhere between 12% and 20% depending upon the publishers' forecasting abilities, how agressive they've been placing it and the platform and the title specifically.


So for a proper "net sales" figure, you're talking about $34ish  of that  making it to the publisher. At 250K units, you're looking at about $8.25M actually recognized by the publisher as a net sales figure.


THEN you have cost of goods sold (which is SIGNIFICANT on consoles but no, I can't share what those are for NDA reasons), product development spend, variable marketing spend, fixed marketing costs (staff), sales commissions, technology, licensing or development royalties, and SG&A (finance, legal, exec salaries and other overhead).


 

Christian Svensson


Now Playing: WoW, Fat Princess, MvC2, Magic: The Gathering, Age of Booty (360)
3 weeks ago  ::  Nov 03, 2009 - 11:16PM #5
Redblaze27
Posts: 1624

Intersting statistics. Would that many copies sold usually be regarded as a (any level of)success after all the factoring out of variables?

"DUDLEY 4 SF4" ~ ChessNotCheckers
"TESSA 4 DS4"  ~ Redblaze27
3 weeks ago  ::  Nov 04, 2009 - 12:06PM #6
Sven
Posts: 6411

It depends entirely upon those other costs.


If it were a 360/PS3 game and it had a $10M PD budget and a $5M marketing  worldwide budget (both of which are VERY low figures), before you even factored in COGs (which is the largest single cost after retailer margin), fixed marketing, overhead etc. the game has lost $7M. With those other factors, it'd probably be  more like $11M+ underwater for most publishers.


If it were a $20M PD budget and a $10M marketing budget, you'd be $21M underwater, etc.


If it were a $3M PD budget and a 1M marketing budget, you'd be profitable, but I'm not aware of any 360/PS3 games with those sorts of budgets. :)


 

Christian Svensson


Now Playing: WoW, Fat Princess, MvC2, Magic: The Gathering, Age of Booty (360)
3 weeks ago  ::  Nov 04, 2009 - 12:21PM #7
Redblaze27
Posts: 1624

Seeing that the OP said a $50 retail game, this would make the likelyhood of it being a Wii more probable. Would it be safe to assume the latter example you gave would be closer to the statistics for a Wii title?

"DUDLEY 4 SF4" ~ ChessNotCheckers
"TESSA 4 DS4"  ~ Redblaze27
3 weeks ago  ::  Nov 04, 2009 - 12:26PM #8
Sven
Posts: 6411

There are Wii games around the industry with those sorts of budgets (at both spectrums). Games often cost a lot more than you'd think to make.

Christian Svensson


Now Playing: WoW, Fat Princess, MvC2, Magic: The Gathering, Age of Booty (360)
3 weeks ago  ::  Nov 04, 2009 - 8:30PM #9
scott
Posts: 517

say it was a playstation 2 game made in 2004 and it sold around 700k ish. and there wasnt a lot of marketing and if there was it didnt work well. i can imagine how expensive games cost on any platform. especially when you take into acount everything the money has to pay for.

2 weeks ago  ::  Nov 08, 2009 - 6:59PM #10
AtomixIGN
Posts: 214

One of the things that got me on this was the admission that Grand Turismo 4's costs are up to 60 million Dollars.  That and I see Muramasa sold about 140,000 copies.  I was hoping Vanillaware turned a profit.  Obviously they got a better deal from Ignition than they were getting from XSEED.

Page 1 of 2  •  1 2 Next
Post Reply



© 2009 CAPCOM Entertainment. All Rights Reserved. Privacy Policy | Legal | EULA | TOS Home | Store | Support | Corporate | Press | Mobile | RSS | Status